/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
 
This file is part of Quake III Arena source code.
 
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
 
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.
 
You should have received a copy of the GNU General Public License
along with Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/
//
// bg_public.h -- definitions shared by both the server game and client game modules

// because games can change separately from the main system version, we need a
// second version that must match between game and cgame

#ifndef __BG_PUBLIC_H
#define __BG_PUBLIC_H

#define	GAME_VERSION		"baseq3-1"

#define	DEFAULT_GRAVITY		800
#define	GIB_HEALTH			-40
#define	ARMOR_PROTECTION	0.66

#define	MAX_ITEMS			256

#define	RANK_TIED_FLAG		0x4000

#define DEFAULT_SHOTGUN_SPREAD	700
#define DEFAULT_SHOTGUN_COUNT	11

#define	ITEM_RADIUS			15		// item sizes are needed for client side pickup detection

#define	LIGHTNING_RANGE		768

#define	SCORE_NOT_PRESENT	-9999	// for the CS_SCORES[12] when only one player is present

#define	VOTE_TIME			30000	// 30 seconds before vote times out

#define	MINS_Z				-24
#define	DEFAULT_VIEWHEIGHT	26
#define CROUCH_VIEWHEIGHT	12
#define	DEAD_VIEWHEIGHT		-16

//
// config strings are a general means of communicating variable length strings
// from the server to all connected clients.
//

// CS_SERVERINFO and CS_SYSTEMINFO are defined in q_shared.h
#define	CS_MUSIC				2
#define	CS_MESSAGE				3		// from the map worldspawn's message field
#define	CS_MOTD					4		// g_motd string for server message of the day
#define	CS_WARMUP				5		// server time when the match will be restarted
#define	CS_SCORES1				6
#define	CS_SCORES2				7
#define CS_VOTE_TIME			8
#define CS_VOTE_STRING			9
#define	CS_VOTE_YES				10
#define	CS_VOTE_NO				11

#define CS_TEAMVOTE_TIME		12
#define CS_TEAMVOTE_STRING		14
#define	CS_TEAMVOTE_YES			16
#define	CS_TEAMVOTE_NO			18

#define	CS_GAME_VERSION			20
#define	CS_LEVEL_START_TIME		21		// so the timer only shows the current level
#define	CS_INTERMISSION			22		// when 1, fraglimit/timelimit has been hit and intermission will start in a second or two
#define CS_FLAGSTATUS			23		// string indicating flag status in CTF
#define CS_SHADERSTATE			24
#define CS_BOTINFO				25

#define	CS_ITEMS				27		// string of 0's and 1's that tell which items are present

#define	CS_MODELS				32
#define	CS_SOUNDS				(CS_MODELS+MAX_MODELS)
#define	CS_PLAYERS				(CS_SOUNDS+MAX_SOUNDS)
#define CS_LOCATIONS			(CS_PLAYERS+MAX_CLIENTS)
#define CS_PARTICLES			(CS_LOCATIONS+MAX_LOCATIONS)

#define CS_MAX					(CS_PARTICLES+MAX_LOCATIONS)

#if (CS_MAX) > MAX_CONFIGSTRINGS
#error overflow: (CS_MAX) > MAX_CONFIGSTRINGS
#endif

typedef enum {
    GT_FFA,				// free for all
    GT_TOURNAMENT,		// one on one tournament
    GT_SINGLE_PLAYER,	// single player ffa

    //-- team games go after this --

    GT_TEAM,			// team deathmatch
    GT_CTF,				// capture the flag
    GT_1FCTF,
    GT_OBELISK,
    GT_HARVESTER,
    GT_MAX_GAME_TYPE
} gametype_t;

typedef enum { GENDER_MALE, GENDER_FEMALE, GENDER_NEUTER } gender_t;

/*
===================================================================================
 
PMOVE MODULE
 
The pmove code takes a player_state_t and a usercmd_t and generates a new player_state_t
and some other output data.  Used for local prediction on the client game and true
movement on the server game.
===================================================================================
*/

typedef enum {
    PM_NORMAL,		// can accelerate and turn
    PM_NOCLIP,		// noclip movement
    PM_SPECTATOR,	// still run into walls
    PM_DEAD,		// no acceleration or turning, but free falling
    PM_FREEZE,		// stuck in place with no control
    PM_INTERMISSION,	// no movement or status bar
    PM_SPINTERMISSION	// no movement or status bar
} pmtype_t;

typedef enum {
    WEAPON_READY,
    WEAPON_RAISING,
    WEAPON_DROPPING,
    WEAPON_FIRING
} weaponstate_t;

// pmove->pm_flags
#define	PMF_DUCKED			1
#define	PMF_JUMP_HELD		2
#define	PMF_BACKWARDS_JUMP	8		// go into backwards land
#define	PMF_BACKWARDS_RUN	16		// coast down to backwards run
#define	PMF_TIME_LAND		32		// pm_time is time before rejump
#define	PMF_TIME_KNOCKBACK	64		// pm_time is an air-accelerate only time
#define	PMF_TIME_WATERJUMP	256		// pm_time is waterjump
#define	PMF_RESPAWNED		512		// clear after attack and jump buttons come up
#define	PMF_USE_ITEM_HELD	1024
#define PMF_GRAPPLE_PULL	2048	// pull towards grapple location
#define PMF_FOLLOW			4096	// spectate following another player
#define PMF_SCOREBOARD		8192	// spectate as a scoreboard
#define PMF_INVULEXPAND		16384	// invulnerability sphere set to full size

#define	PMF_ALL_TIMES	(PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK)

#define	MAXTOUCH	32
typedef struct
{
    // state (in / out)
    playerState_t	*ps;

    // command (in)
    usercmd_t	cmd;
    int			tracemask;			// collide against these types of surfaces
    int			debugLevel;			// if set, diagnostic output will be printed
    qboolean	noFootsteps;		// if the game is setup for no footsteps by the server
    qboolean	gauntletHit;		// true if a gauntlet attack would actually hit something

    int			framecount;

    // results (out)
    int			numtouch;
    int			touchents[MAXTOUCH];

    vec3_t		mins, maxs;			// bounding box size

    int			watertype;
    int			waterlevel;

    float		xyspeed;

    // for fixed msec Pmove
    int			pmove_fixed;
    int			pmove_msec;

    // callbacks to test the world
    // these will be different functions during game and cgame
    void		(*trace)( trace_t *results, const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int passEntityNum, int contentMask );
    int			(*pointcontents)( const vec3_t point, int passEntityNum );
}
pmove_t;

// if a full pmove isn't done on the client, you can just update the angles
void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd );
void Pmove (pmove_t *pmove);

//===================================================================================


// player_state->stats[] indexes
// NOTE: may not have more than 16
typedef enum {
    STAT_HEALTH,
    STAT_HOLDABLE_ITEM,
#ifdef MISSIONPACK
    STAT_PERSISTANT_POWERUP,
#endif
    STAT_ARMOR,
    STAT_DEAD_YAW,					// look this direction when dead (FIXME: get rid of?)
    STAT_CLIENTS_READY,				// bit mask of clients wishing to exit the intermission (FIXME: configstring?)
    STAT_CHARINDEX
} statIndex_t;

// player_state->persistant[] indexes
// these fields are the only part of player_state that isn't
// cleared on respawn
// NOTE: may not have more than 16
typedef enum {
    PERS_SCORE,						// !!! MUST NOT CHANGE, SERVER AND GAME BOTH REFERENCE !!!
    PERS_HITS,						// total points damage inflicted so damage beeps can sound on change
    PERS_RANK,						// player rank or team rank
    PERS_TEAM,						// player team
    PERS_SPAWN_COUNT,				// incremented every respawn
    PERS_PLAYEREVENTS,				// 16 bits that can be flipped for events
    PERS_ATTACKER,					// clientnum of last damage inflicter
    PERS_ATTACKEE_ARMOR,			// health/armor of last person we attacked
    PERS_KILLED,					// count of the number of times you died
    // player awards tracking
    PERS_IMPRESSIVE_COUNT,			// two railgun hits in a row
    PERS_EXCELLENT_COUNT,			// two successive kills in a short amount of time
    PERS_DEFEND_COUNT,				// defend awards
    PERS_ASSIST_COUNT,				// assist awards
    PERS_GAUNTLET_FRAG_COUNT,		// kills with the guantlet
    PERS_CAPTURES					// captures
} persEnum_t;


// entityState_t->eFlags
#define	EF_DEAD				0x00000001		// don't draw a foe marker over players with EF_DEAD
#ifdef MISSIONPACK
#define EF_TICKING			0x00000002		// used to make players play the prox mine ticking sound
#endif
#define	EF_TELEPORT_BIT		0x00000004		// toggled every time the origin abruptly changes
#define	EF_AWARD_EXCELLENT	0x00000008		// draw an excellent sprite
#define EF_PLAYER_EVENT		0x00000010
#define	EF_BOUNCE			0x00000010		// for missiles
#define	EF_BOUNCE_HALF		0x00000020		// for missiles
#define	EF_AWARD_GAUNTLET	0x00000040		// draw a gauntlet sprite
#define	EF_NODRAW			0x00000080		// may have an event, but no model (unspawned items)
#define	EF_FIRING			0x00000100		// for lightning gun
#define	EF_KAMIKAZE			0x00000200
#define	EF_MOVER_STOP		0x00000400		// will push otherwise
#define EF_AWARD_CAP		0x00000800		// draw the capture sprite
#define	EF_TALK				0x00001000		// draw a talk balloon
#define	EF_CONNECTION		0x00002000		// draw a connection trouble sprite
#define	EF_VOTED			0x00004000		// already cast a vote
#define	EF_AWARD_IMPRESSIVE	0x00008000		// draw an impressive sprite
#define	EF_AWARD_DEFEND		0x00010000		// draw a defend sprite
#define	EF_AWARD_ASSIST		0x00020000		// draw a assist sprite
#define EF_AWARD_DENIED		0x00040000		// denied
#define EF_TEAMVOTED		0x00080000		// already cast a team vote

// NOTE: may not have more than 16
typedef enum {
    PW_NONE,

    PW_QUAD,
    PW_BATTLESUIT,
    PW_HASTE,
    PW_INVIS,
    PW_REGEN,
    PW_FLIGHT,

    PW_REDFLAG,
    PW_BLUEFLAG,
    PW_NEUTRALFLAG,

    PW_SCOUT,
    PW_GUARD,
    PW_DOUBLER,
    PW_AMMOREGEN,
    PW_INVULNERABILITY,

    PW_GAUNTLET,
    PW_MACHINEGUN,
    PW_SHOTGUN,
    PW_GRENADE_LAUNCHER,
    PW_ROCKET_LAUNCHER,
    PW_LIGHTNING,
    PW_RAILGUN,
    PW_PLASMAGUN,
    PW_BFG,
    PW_GRAPPLING_HOOK,

    PW_NUM_POWERUPS
} powerup_t;

typedef enum {
    HI_NONE,

    HI_TELEPORTER,
    HI_MEDKIT,
    HI_KAMIKAZE,
    HI_PORTAL,
    HI_INVULNERABILITY,

    HI_NUM_HOLDABLE
} holdable_t;

// reward sounds (stored in ps->persistant[PERS_PLAYEREVENTS])
#define	PLAYEREVENT_DENIEDREWARD		0x0001
#define	PLAYEREVENT_GAUNTLETREWARD		0x0002
#define PLAYEREVENT_HOLYSHIT			0x0004

// entityState_t->event values
// entity events are for effects that take place reletive
// to an existing entities origin.  Very network efficient.

// two bits at the top of the entityState->event field
// will be incremented with each change in the event so
// that an identical event started twice in a row can
// be distinguished.  And off the value with ~EV_EVENT_BITS
// to retrieve the actual event number
#define	EV_EVENT_BIT1		0x00000100
#define	EV_EVENT_BIT2		0x00000200
#define	EV_EVENT_BITS		(EV_EVENT_BIT1|EV_EVENT_BIT2)

#define	EVENT_VALID_MSEC	300

typedef enum {
    EV_NONE,

    EV_FOOTSTEP,
    EV_FOOTSTEP_METAL,
    EV_FOOTSPLASH,
    EV_FOOTWADE,
    EV_SWIM,

    EV_STEP_4,
    EV_STEP_8,
    EV_STEP_12,
    EV_STEP_16,

    EV_FALL_SHORT,
    EV_FALL_MEDIUM,
    EV_FALL_FAR,

    EV_JUMP_PAD,			// boing sound at origin, jump sound on player

    EV_JUMP,
    EV_WATER_TOUCH,	// foot touches
    EV_WATER_LEAVE,	// foot leaves
    EV_WATER_UNDER,	// head touches
    EV_WATER_CLEAR,	// head leaves

    EV_ITEM_PICKUP,			// normal item pickups are predictable
    EV_GLOBAL_ITEM_PICKUP,	// powerup / team sounds are broadcast to everyone

    EV_NOAMMO,
    EV_CHANGE_WEAPON,
    EV_FIRE_WEAPON,
	EV_FIRE_ALTERNATE,

    EV_USE_ITEM0,
    EV_USE_ITEM1,
    EV_USE_ITEM2,
    EV_USE_ITEM3,
    EV_USE_ITEM4,
    EV_USE_ITEM5,
    EV_USE_ITEM6,
    EV_USE_ITEM7,
    EV_USE_ITEM8,
    EV_USE_ITEM9,
    EV_USE_ITEM10,
    EV_USE_ITEM11,
    EV_USE_ITEM12,
    EV_USE_ITEM13,
    EV_USE_ITEM14,
    EV_USE_ITEM15,

    EV_ITEM_RESPAWN,
    EV_ITEM_POP,
    EV_PLAYER_TELEPORT_IN,
    EV_PLAYER_TELEPORT_OUT,

    EV_GRENADE_BOUNCE,		// eventParm will be the soundindex

    EV_GENERAL_SOUND,
    EV_GLOBAL_SOUND,		// no attenuation
    EV_GLOBAL_TEAM_SOUND,

    EV_BULLET_HIT_FLESH,
    EV_BULLET_HIT_WALL,

    EV_MISSILE_HIT,
    EV_MISSILE_MISS,
    EV_MISSILE_MISS_METAL,
    EV_RAILTRAIL,
    EV_SHOTGUN,
    EV_BULLET,				// otherEntity is the shooter

    EV_PAIN,
    EV_DEATH1,
    EV_DEATH2,
    EV_DEATH3,
    EV_OBITUARY,

    EV_POWERUP_QUAD,
    EV_POWERUP_BATTLESUIT,
    EV_POWERUP_REGEN,

    EV_GIB_PLAYER,			// gib a previously living player
    EV_SCOREPLUM,			// score plum

    //#ifdef MISSIONPACK
    EV_PROXIMITY_MINE_STICK,
    EV_PROXIMITY_MINE_TRIGGER,
    EV_KAMIKAZE,			// kamikaze explodes
    EV_OBELISKEXPLODE,		// obelisk explodes
    EV_OBELISKPAIN,			// obelisk is in pain
    EV_INVUL_IMPACT,		// invulnerability sphere impact
    EV_JUICED,				// invulnerability juiced effect
    EV_LIGHTNINGBOLT,		// lightning bolt bounced of invulnerability sphere
    //#endif

    EV_DEBUG_LINE,
    EV_STOPLOOPINGSOUND,
    EV_TAUNT,
    EV_TAUNT_YES,
    EV_TAUNT_NO,
    EV_TAUNT_FOLLOWME,
    EV_TAUNT_GETFLAG,
    EV_TAUNT_GUARDBASE,
    EV_TAUNT_PATROL

} entity_event_t;


typedef enum {
    GTS_RED_CAPTURE,
    GTS_BLUE_CAPTURE,
    GTS_RED_RETURN,
    GTS_BLUE_RETURN,
    GTS_RED_TAKEN,
    GTS_BLUE_TAKEN,
    GTS_REDOBELISK_ATTACKED,
    GTS_BLUEOBELISK_ATTACKED,
    GTS_REDTEAM_SCORED,
    GTS_BLUETEAM_SCORED,
    GTS_REDTEAM_TOOK_LEAD,
    GTS_BLUETEAM_TOOK_LEAD,
    GTS_TEAMS_ARE_TIED,
    GTS_KAMIKAZE
} global_team_sound_t;

// animations
typedef enum {
    BOTH_DEATH1,
    BOTH_DEAD1,
    BOTH_DEATH2,
    BOTH_DEAD2,
    BOTH_DEATH3,
    BOTH_DEAD3,

    TORSO_GESTURE,

    TORSO_ATTACK,
    TORSO_ATTACK2,

    TORSO_DROP,
    TORSO_RAISE,

    TORSO_STAND,
    TORSO_STAND2,

    LEGS_WALKCR,
    LEGS_WALK,
    LEGS_RUN,
    LEGS_BACK,
    LEGS_SWIM,

    LEGS_JUMP,
    LEGS_LAND,

    LEGS_JUMPB,
    LEGS_LANDB,

    LEGS_IDLE,
    LEGS_IDLECR,

    LEGS_TURN,

    TORSO_GETFLAG,
    TORSO_GUARDBASE,
    TORSO_PATROL,
    TORSO_FOLLOWME,
    TORSO_AFFIRMATIVE,
    TORSO_NEGATIVE,

    MAX_ANIMATIONS,

    LEGS_BACKCR,
    LEGS_BACKWALK,
    FLAG_RUN,
    FLAG_STAND,
    FLAG_STAND2RUN,

    MAX_TOTALANIMATIONS
} animNumber_t;


typedef struct animation_s
{
    int		firstFrame;
    int		numFrames;
    int		loopFrames;			// 0 to numFrames
    int		frameLerp;			// msec between frames
    int		initialLerp;		// msec to get to first frame
    int		reversed;			// true if animation is reversed
    int		flipflop;			// true if animation should flipflop back to base
}
animation_t;


// flip the togglebit every time an animation
// changes so a restart of the same anim can be detected
#define	ANIM_TOGGLEBIT		128


typedef enum {
    TEAM_FREE,
    TEAM_RED,
    TEAM_BLUE,
    TEAM_SPECTATOR,

    TEAM_NUM_TEAMS
} team_t;

// Time between location updates
#define TEAM_LOCATION_UPDATE_TIME		1000

// How many players on the overlay
#define TEAM_MAXOVERLAY		32

//team task
typedef enum {
    TEAMTASK_NONE,
    TEAMTASK_OFFENSE,
    TEAMTASK_DEFENSE,
    TEAMTASK_PATROL,
    TEAMTASK_FOLLOW,
    TEAMTASK_RETRIEVE,
    TEAMTASK_ESCORT,
    TEAMTASK_CAMP
} teamtask_t;

// means of death
typedef enum {
    MOD_UNKNOWN,
    MOD_SHOTGUN,
    MOD_GAUNTLET,
    MOD_MACHINEGUN,
    MOD_GRENADE,
    MOD_GRENADE_SPLASH,
    MOD_ROCKET,
    MOD_ROCKET_SPLASH,
    MOD_PLASMA,
    MOD_PLASMA_SPLASH,
    MOD_RAILGUN,
    MOD_LIGHTNING,
    MOD_BFG,
    MOD_BFG_SPLASH,
    MOD_WATER,
    MOD_SLIME,
    MOD_LAVA,
    MOD_CRUSH,
    MOD_TELEFRAG,
    MOD_FALLING,
    MOD_SUICIDE,
    MOD_TARGET_LASER,
    MOD_TRIGGER_HURT,
#ifdef MISSIONPACK
    MOD_NAIL,
    MOD_CHAINGUN,
    MOD_PROXIMITY_MINE,
    MOD_KAMIKAZE,
    MOD_JUICED,
#endif
    MOD_GRAPPLE
} meansOfDeath_t;


//---------------------------------------------------------

// gitem_t->type
typedef enum {
    IT_BAD,
    IT_AMMO,				// EFX: rotate
    IT_ARMOR,				// EFX: rotate + minlight
    IT_HEALTH,				// EFX: static external sphere + rotating internal
    IT_POWERUP,				// instant on, timer based or ammo based
    // EFX: rotate + external ring that rotates
    IT_HOLDABLE,			// single use, holdable item
    // EFX: rotate + bob
    IT_PERSISTANT_POWERUP,
    IT_TEAM
} itemType_t;

#define MAX_ITEM_MODELS 4

typedef struct gitem_s
{
    char		*classname;	// spawning name
    char		*pickup_sound;
    char		*world_model[MAX_ITEM_MODELS];

    char		*icon;
    char		*pickup_name;	// for printing on pickup

    int			quantity;		// for ammo how much, or duration of powerup
    itemType_t  giType;			// IT_* flags

    int			giTag;

    char		*precaches;		// string of all models and images this item will use
    char		*sounds;		// string of all sounds this item will use
}
gitem_t;

// included in both the game dll and the client
extern	gitem_t	bg_itemlist[];
extern	int		bg_numItems;

gitem_t	*BG_FindItem( const char *pickupName );
gitem_t	*BG_FindItemForWeapon( weapon_t weapon );
gitem_t	*BG_FindItemForPowerup( powerup_t pw );
gitem_t	*BG_FindItemForHoldable( holdable_t pw );
#define	ITEM_INDEX(x) ((x)-bg_itemlist)

qboolean	BG_CanItemBeGrabbed( int gametype, const entityState_t *ent, const playerState_t *ps );


// g_dmflags->integer flags
#define	DF_NO_FALLING			8
#define DF_FIXED_FOV			16
#define	DF_NO_FOOTSTEPS			32

// content masks
#define	MASK_ALL				(-1)
#define	MASK_SOLID				(CONTENTS_SOLID)
#define	MASK_PLAYERSOLID		(CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY)
#define	MASK_DEADSOLID			(CONTENTS_SOLID|CONTENTS_PLAYERCLIP)
#define	MASK_WATER				(CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME)
#define	MASK_OPAQUE				(CONTENTS_SOLID|CONTENTS_SLIME|CONTENTS_LAVA)
#define	MASK_SHOT				(CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_CORPSE)


//
// entityState_t->eType
//
typedef enum {
    ET_GENERAL,
    ET_PLAYER,
    ET_ITEM,
    ET_MISSILE,
    ET_MOVER,
    ET_BEAM,
    ET_PORTAL,
    ET_SPEAKER,
    ET_PUSH_TRIGGER,
    ET_TELEPORT_TRIGGER,
    ET_INVISIBLE,
    ET_GRAPPLE,				// grapple hooked on wall
    ET_TEAM,

    ET_EVENTS				// any of the EV_* events can be added freestanding
    // by setting eType to ET_EVENTS + eventNum
    // this avoids having to set eFlags and eventNum
} entityType_t;



void	BG_EvaluateTrajectory( const trajectory_t *tr, int atTime, vec3_t result );
void	BG_EvaluateTrajectoryDelta( const trajectory_t *tr, int atTime, vec3_t result );

void	BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps );

void	BG_TouchJumpPad( playerState_t *ps, entityState_t *jumppad );

void	BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap );
void	BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, qboolean snap );

qboolean	BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime );


#define ARENAS_PER_TIER		4
#define MAX_ARENAS			1024
#define	MAX_ARENAS_TEXT		8192

#define MAX_BOTS			1024
#define MAX_BOTS_TEXT		8192


// Kamikaze

// 1st shockwave times
#define KAMI_SHOCKWAVE_STARTTIME		0
#define KAMI_SHOCKWAVEFADE_STARTTIME	1500
#define KAMI_SHOCKWAVE_ENDTIME			2000
// explosion/implosion times
#define KAMI_EXPLODE_STARTTIME			250
#define KAMI_IMPLODE_STARTTIME			2000
#define KAMI_IMPLODE_ENDTIME			2250
// 2nd shockwave times
#define KAMI_SHOCKWAVE2_STARTTIME		2000
#define KAMI_SHOCKWAVE2FADE_STARTTIME	2500
#define KAMI_SHOCKWAVE2_ENDTIME			3000
// radius of the models without scaling
#define KAMI_SHOCKWAVEMODEL_RADIUS		88
#define KAMI_BOOMSPHEREMODEL_RADIUS		72
// maximum radius of the models during the effect
#define KAMI_SHOCKWAVE_MAXRADIUS		1320
#define KAMI_BOOMSPHERE_MAXRADIUS		720
#define KAMI_SHOCKWAVE2_MAXRADIUS		704

#endif
